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UCharacterMovementComponent::ShouldPerformAirControlForPathFollowing

function Engine Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: virtual

Description

Determines whether PerformAirControlForPathFollowing() should run this tick. The default implementation returns true whenever the character is in the Falling movement mode.

Caveats & Gotchas

  • Not an override of a base-class interface function — it exists purely as an extension point for this class's own PerformAirControlForPathFollowing() logic.
  • Called every tick while a path-following move is in progress, so keep any override cheap.
  • Returning false does not stop the character from falling — it only disables the extra steering PerformAirControlForPathFollowing() would otherwise apply.

Signature

virtual bool ShouldPerformAirControlForPathFollowing() const

Return Type

bool

Example

Disabling air control while a special ability is active C++
bool UMyCharacterMovementComponent::ShouldPerformAirControlForPathFollowing() const
{
	if (bIsPerformingGroundPound)
	{
		return false;
	}
	return Super::ShouldPerformAirControlForPathFollowing();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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